[Sands] Sorcerer - Desert Sorcery (Patreon)
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Designed as a thematic opposite to the Sea/Tempest Sorcerer, this sorcerer draws magic from the desert, likely from the Plane of Glass, and focuses on sand and the devastating heat of the desert. Some small mechanical and thematic overlap between this subclass and the Desert Ranger, but still provides a nice option for players who want to play a caster.
The typical sorcerer progression offers defensive benefits to offset their low health (their power comes from their spells). Their 1st level feature provides a health or defense to offset their small constitution (Draconic or Giant Soul), their 6th level feature provides a resistance or evasive maneuver (Storm or Sea Sorcery), their 14th level feature provides a mobility buff (Draconic or Divine), and their 18th level feature is a powerful capstone.
Let's take a look at this sorcerer:
Desert Magic includes a few of the new Desert Spells, which is appropriate.
Soul of the Desert provides flavorful benefits that make you better at surviving the desert you come from.
Desert Arcana grants you a range of small benefits whenever you use your spell slots - note that it must target a creature (so no fireballs to affect multiple targets). Blinding a creature until the end of your turn helps you escape an enemy who is too close; the other options help you be better at dealing damage or debuffing.
Sun Bearer is standard; grants you resistance and an option for deflecting it.
Sand Runner helps you move - quite appropriate with the burrow.
Desolate Land is a great nova and control option, forcing creatures to take exhaustion levels. This is capped at 3 so it's not crazy, but reducing speed or imposing disadvantage can be very useful. Combat that last 3 rounds is rare still.